Call for Judgment: It isn’t just exits that get blocked
Fewer than a quorum not voting against. Failed 1-5 by Kevan.
Adminned at 24 Jul 2021 16:22:08 UTC
Fail the proposals “🎉BLOOD FRENZY🎉”, “Daywalkers”, “All Charged Up”, and “All In”.
For “Simply Slithering” and each newer proposal, if an admin has attempted to enact or fail it, uphold that enactment/failure if it was illegal purely due to the proposal not being the oldest pending proposal at the time it was enacted/failed (and was otherwise legal).
In the rule “Effects”, add a full stop to the end of the definitions of “The north exit is blocked”, “The east exit is blocked”, “The west exit is blocked”, and “The south exit is blocked” effects.
So, the party-popper blood frenzy proposal was never legally Enacted or Failed, and thus is still Pending. (In order to fail a proposal, you have to mark it as failed, something which Brendan didn’t do while attempting to fail it, so the “fail a proposal” admin action was never properly completed.)
This has a knock-on effect for the rest of the proposal queue, meaning that future proposals can’t be enacted or failed either until we unblock the queue somehow. So here’s a CFJ to unblock it.
(BlogNomic really needs some sort of rule that allows innocent mistakes in queue order to not hold up the game. Something like “admins can enact proposals out of order if no previous proposal has its status in the ExpressionEngine software as Pending, but doing so knowingly is a Fair Play violation”.)
I included a random typo fix just to make sure that this CFJ doesn’t fall afoul of “It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.” – it’s unclear to me whether changes to proposal status are enough to avoid that clause, so the typo fix is an additional side effect to make it clear that the CFJ isn’t intended to be immediately failable.
Brendan: he/him